Fridays 6:30-9:30 starting December 6 CST 5e 2014 rules. Discord and roll20. Here's the details:
Requirements to play:
1. You must love Dragonlance
2. No rule Nazis. If you’re
going to argue rules, find a different game. Story trumps rules. That
being said, I am 90% a rule follower, but every once in a while, for
the sake of the plot and the story, the rules might take a back seat,
but, I believe I do it well.
That being said, I don’t have
all the rules memorized and am totally open for you to say, “Hey,
technically this is how it works in 5e, but whatever.”
3. We’re doing 5e, not the new
5e 4.
The 4 of you work as an
(generally) unselfish and friendly team. None of this mysterious lone
wolf
bs.
5. If you’re into
powerbuilding, move on. I like flawed and realistic characters. Do
what your character would do in that situation with your stats, not
what is strategic to you as a person in real life.
6. I constantly change creatures
stats from the MM. If your character’s know the specifics, I’ll
let you know.
7. This is role playing, not a
strategy board game. Meaning:
a. table talking and metagaming
may result in negative consequences, such as loss of hp, turns, etc.
b. IRL battles move quick, if
you’re not ready on your turn I may make the action for you based
on what I think your character would do in the heat of the moment
(I’m not a psycho about this, but I have no time for every player
spending 3 minutes per turn on what they’re going to do. By all
means, ask pertinent questions, but if you’re not prepared, then
your character isn’t prepared, and that may mean taking the
defensive action.
8. No assholes. I expect everyone
to be friendly and respectful. Take it seriously, but not too
seriously. 9.
Leomund’s tiny hut is an 8 th
level spell.
I will ban spells and raise
spell levels
if I think they don’t mesh with the Dragonlance world or if they’re
just stupid powerful and don’t fit (like
LTH).
10. Ritual spellcasting is 10
minutes per spell level.
11. Wizards can use arcane
recovery whenever they want.
12. Wizards can only max out
their cantrips per cantrips per level slot, after that, they work as
if you are a level 1 wizard until a short rest.
13. Wizards can cast more spells
than they have. Each spell cast in an expended slot causes damage
equal to 10% of you max hp per spell level, the lowest dmg being 30%.
14. I’m starting this off using
a lot from the Sunless Citadel, if you’ve done this campaign, don’t
apply. Also, I’ve tweaked some of it.
15. Show up on time, be ready,
and make this a priority. I don’t have a lot of time in my life, so
don’t waste it.
16. Massive weapons such as
greatswords and polearms have disadvantage on attacks if someone is
within 5 feet of you.
17. Ritual casting (and sometimes
normal casting of) identify times vary based on the magic item.
Scene:
The
setting is the 3 rd
dragonwar, a little bit before Huma gets his start. So the dragon
armies are raging, there are dragons, all the gods are active, and
this is pre-cataclysm.
Characters & Classes
You
start at 9 th
level. We need:
1.
A wizard of high sorcery.
Preferably white robes, but if you can make a case for being red I
may allow it.
2. A Solamnic knight: you pick
which order and you can be most fighting classes except barbarian.
3. Someone from a religious
order.
4.
Some kind of rogue (more
like a trained military spy/infiltrator),
or
a Kender handler.
*
Kender will have the taunt ability added: as a bonus or reaction you
can taunt one enemy. If
your persuasion score is higher than their wisdom save, they become
enraged lowering their AC by 3 and causing disadvantage on their
attacks until the start
of your next turn. (this is a work in progress and may be tweaked).
* Kender also randomly
pocket/steal things and you have no control over this, I will be
doing it for you as a DM.
If,
after all this, you can handle all my bullshit and still want in,
apply with the classes you’re willing to play and a basic
concept/backstory.